Recording Media on Gaming Consoles

ABSTRACT

An integrated gaming and media experience is disclosed, including recording of content on a gaming console. A digital video recorder (DVR) application running alongside a television client component allows users to record media content on the gaming console. The DVR application also integrates itself with the console menu. Once integrated, users can record media content while playing games. Alternatively, users can record content when the gaming console is turned off. The recorded content can include television programming, gaming experience (whether local or online), music, DVDs, and so on. When in the recording state, users can also switch between various other media modes, whether gaming, television, and so on.

CROSS-REFERENCE TO RELATED SUBJECT MATTER

The presently disclosed subject matter is related to the followingapplications: U.S. application Ser. No. ______, filed Jan. 5, 2007(Attorney Docket No.: MSFT-5860/MS 319507.01), entitled “TelevisionViewing on Gaming Consoles,” and U.S. application Ser. No. ______, filedJan. 5, 2007 (Attorney Docket No.: MSFT-5862/MS 319510.01), entitled“Integration of Media on Gaming Consoles.”

COPYRIGHT NOTICE AND PERMISSION

A portion of the disclosure of this patent document may contain materialthat is subject to copyright protection. The copyright owner has noobjection to the facsimile reproduction by anyone of the patent documentor the patent disclosure, as it appears in the Patent and TrademarkOffice patent files or records, but otherwise reserves all copyrightrights whatsoever. The following notice shall apply to this document:Copyright © 2006, 2007 Microsoft Corp.

FIELD OF TECHNOLOGY

The presently disclosed subject matter relates to the field ofcomputing, and more particularly, to fields such as gaming and mediacontent, although these are merely exemplary and non-limiting fields.

BACKGROUND

Gaming consoles provide a rich audio and visual experience that isunderwritten by extensive computing resources. However, these computingresources are often times not leveraged for non-gaming uses. Thus, itwould be advantageous to provide, in addition to gaming entertainment,other media experiences, such as television viewing, recording ofcontent (whether television, gaming, or otherwise), and so on. In short,it would be advantageous to provide systems, methods, computer readablemedia and the like that would allow for integrated gaming and mediaexperience.

SUMMARY

Various aspects disclosed herein provide for an integrated gaming andmedia experience. By way of example and not limitation, in one aspect, adigital video recorder (DVR) application allows users to record mediacontent on a gaming console. The DVR application also integrates itselfwith the console menu. Once integrated, users can record media contentwhile playing games (or they can record content at other times also).The recorded content can include television programming, gamingexperience (whether local or online), music, DVDs, and so on. Users arealso given various choices when it comes to DVR, such as choosingresource allocation for recording of content and for system performance.

It should be noted that this Summary is provided to introduce aselection of concepts in a simplified form that are further describedbelow in the Detailed Description. This Summary is not intended toidentify key features or essential features of the claimed subjectmatter, nor is it intended to be used as an aid in determining the scopeof the claimed subject matter.

BRIEF DESCRIPTION OF THE DRAWINGS

The foregoing Summary, as well as the following Detailed Description, isbetter understood when read in conjunction with the appended drawings.In order to illustrate the present disclosure, various aspects of thedisclosure are illustrated. However, the disclosure is not limited tothe specific aspects shown. The following figures are included:

FIG. 1 illustrates a prior art system where an incoming signal isreceived at a set-top box, and this signal is processed by the set-topbox;

FIG. 2, in contrast to FIG. 1, illustrates that gaming consoles can beused process and display media content a la set-top boxes;

FIG. 3 illustrates that once the gaming console is processing and/ordisplaying incoming signals, users can select, using a console menu, theservice they want to use;

FIG. 4 illustrates that the gaming console also provides a program guidethat is suitable for TV watching;

FIG. 5 shows that a bootstrap process can sit between a gaming consoledashboard and a client component 520, which eventually allows forwatching television on a gaming console;

FIG. 6 shows in more detail the bootstrap process FIG. 5;

FIG. 7 focuses on the client component discussed with reference to FIGS.5 and 6;

FIG. 8 illustrates an exemplary GUID, serial number, and console numberused in the setup of the television component;

FIG. 9 illustrates that the client component can comprise of twoapplications: a television client application, and a digital videorecorder (DVR) application;

FIG. 10 illustrates a generic television button;

FIG. 11 illustrates an IPTV button;

FIG. 12 illustrates a lack-of-available television button;

FIG. 13 illustrates a “System” menu (residing on a “system” blade) formanaging television settings;

FIG. 14 illustrates that various functionalities can be performed on agaming console, including but are not limited to, DVR storage, settings,system info, and uninstalling of the television option;

FIG. 15 illustrates a television settings menu;

FIG. 16 illustrates the manner in which a client component can beauthenticated and signed-in;

FIG. 17 illustrates one architectural aspect of the present disclosurethat shows how audio and video data is processed by a gaming console;

FIG. 18 explains in more detail the audio decoder that was mentionedwith reference to FIG. 17;

FIG. 19 shows how the gaming console processes video data;

FIG. 20 shows a general flow of events that may occur when a gamingconsole is used to display television signals;

FIG. 21 illustrates one possible implementation of an aspect of thepresent disclosure, where users can select to set DVR storage settings;

FIG. 22 shows a DVR storage menu that allows users to move a slider toadjust the amount of space a console uses for DVR use;

FIG. 23 illustrates what happens when a user selects the DVR option whenthe client component is running on the gaming console;

FIG. 24 illustrates architectural aspects of the present disclosure,including the interoperability of central processing units (CPUs) andhardware and software threads;

FIG. 25 illustrates how processing time may be allocated using thehardware threads shown in FIG. 24;

FIG. 26 illustrates that media interrupts may be handled by the gamingconsole when processing occurs during gaming time;

FIG. 27 shows how software threads are handled by an application managerand how titles relate to these threads;

FIG. 28 illustrates that because the gaming console can act not only asa gaming device but also a set-top box, there may be multiple startupoptions on a given menu;

FIG. 29 shows that the gaming console may have a special start button ona remote controlling device to launch either TV or a media center(having music, DVDs, etc.); and

FIG. 30 illustrates a block diagram that shows an exemplary multimediaconsole that may be used in association with the aspects discussedabove.

DETAILED DESCRIPTION I. Overview

In various aspects of the present disclosure, systems, methods, computerreadable media and the like are discussed that address the problems ofproviding television (TV), digital video recording (DVR), andintegration of resources on gaming consoles. By way of example andlimitation, FIGS. 1 and 2 lay out the framework for the remained of thedisclosure. In FIG. 1, a prior art system is shown where an incomingsignal 160 is received at a set-top box 165, and this signal 160 isprocessed by the set-top box 165. This processing may entail theseparation of different kinds of signals. For example, one type ofsignal that may be relayed from the set-top box 165 to a televisiondevice 180 is a TV signal 170. This signal 170 may contain content thatis displayed in the form of a channel on the television device 180, andthe content may be a TV program, a movie, music, etc., in other words,just about any media content. Moreover, this media content can berecorded by the set-top box 165 and then displayed on the televisiondevice 180 in the form of a DVR signal 175.

FIG. 1, of course, presents the simple prior art scenario. In contrastto FIG. 1, however, FIG. 2 illustrates the notion that a gaming consolecan be used process and display media content. Thus, per FIG. 2, anincoming signal 160 from some communications company can be received bythe gaming console 185. The gaming console 185 can process this signal(or a plurality of other signals from the same source or other sources)and then present it to the television device 180. The gaming console 185can present a TV signal 170 and/or a DVR signal 175 to the televisiondevice 180. The DVR signal 175 may be just recorded content of theincoming signal 160 (which may contain a TV signal or just about anyother digital or analog signal), or the DVR signal 175 can contain othermedia content that has been recorded (e.g. gaming content). In short,FIG. 2 shows that the gaming console 185 has the ability to not only useits vast computing resources for the traditional gaming entertainmentpurposes, but also for allowing users to watch TV using the console 185as a set-top box and/or record content to be displayed on the TV device180 (or used otherwise, for archiving purposes or the like).

It should be noted that because the gaming console 185 can be leveragedto act as a set-top box, traditional accompanying console devices, suchas controllers, can play set-top box roles. For instance, gaming consolecontrollers 142(1), explained in further detail with reference to FIG.30 (last Fig.) of this disclosure, can act as a remote control devicesto control the gaming console/set-top box 185. Thus, the gaming console185 controllers 142(1) can be used to switch channels on the televisiondevices 180 and to perform any functionality of a traditional remotecontrol device. Alternatively, the gaming console 185 can also be usedin conjunction with a traditional set-top box, thereby using existingresources or acting as an add-on to existing resources (instead ofentirely replacing them).

Turning now to FIG. 3, once the gaming console 185 is processing and/ordisplaying incoming signals 160, users can select, using a console menu192, the service they want to use. For example, users may want to watchTV, in which case they would select the “Watch TV” option 190.Alternatively, they could just as easily select the “Recorded TV” option194 shown in the FIG. 3 screen shot. This option 194 may provide accessto content that was either recorded while the user was playing a game onthe gaming console 185, or before or after such playing. The recordedcontent could have been the game itself, or it could have beentelevision content (recorded, before, during, or after playing videogames on the gaming console 185).

It goes without saying that the gaming console 185 also provides aplurality of other services, such as video on demand and other extras.In short, the gaming console 185 can provide any service a set-top box165 (see FIG. 1) can provide—and more, since the gaming console 185 canbe a general computing device capable of running any softwareapplication provided to it (whether via the Internet, an optical discdrive, a flash drive, or otherwise—as is shown in FIG. 30).

Next, FIG. 4 illustrates that the gaming console 185 also provides aprogram guide 400 that is suitable for TV watching. This program guide400 can comprise of some background content 410 and an overlay, such asa transparent menu overlay 420. The background content 410 may be someTV image or some other digital picture, while the transparent menuoverlay can be transparently placed on top of the background content410. The overlay 420 can show the different channels, times, andcorresponding shows. It can also display other features, such aspicture-in-picture display 430, or some additionalticker/textual/picture display 440. Those of skill in the art willreadily appreciate the different kinds of menus and displays that areshown with TV content (and with DVR content, for that matter). All theseaspects are contemplated herein, and the aspects discussed withreference to FIGS. 3 and 4 are merely exemplary and non-limiting, meantto show merely a subset of the set of capabilities of the gaming console185 acting as a set-top box.

II. Viewing Television on a Gaming Consoles

In this aspect of the present disclosure, the capabilities of gamingconsoles are further explored, and it is shown how such consoles can beused as a means to display television signals, essentially replacingset-top boxes.

For example, one type of signal that gaming consoles can display isInternet Protocol Television (IPTV) signals. These IPTV signals may bethe incoming signals 160 discussed with reference to FIG. 1. In anycase, IPTV describes a system where a digital television service isdelivered using the Internet Protocol over a network infrastructure,which may include delivery by a broadband connection or a digitalsubscriber line (DSL) connection. The gaming console can manage varioustypes of signals, but IPTV is especially facile to use because it isstrictly software based (to be distinguish from other signals, such ascable television or satellite television, which are at least in part,hardware based—using digital receivers/tuners and so on). Although, itshould be noted, that the consoles can handle these and other kinds ofsignals. IPTV signals are discussed herein as merely illustrative andexemplary signals.

To further the above example, an IPTV signal client can be treated as agame on a gaming console, or, to put it differently, it can be handledas a specific type of application that runs on a gaming console. In onenon-limiting aspect of the present disclosure, a managed framework canrun on top of gaming console hardware, and an IPTV application, in turn,can run on top of this managed framework. Various modules and interfacescan be used in or between the hardware, managed framework, and the IPTVapplication, to enable the running of television signals on top ofgaming consoles. For example, unique network input/output (I/O),security, and other protocols and functionalities can be used. In thesecurity example, security features can be used to protect theft oftelevision content. In the I/O example, communications can be managedbetween applications, frameworks, and hardware, as well as I/O to thegaming console itself.

Turning now to FIG. 5, a bootstrap process 510 can sit between a gamingconsole dashboard 500 (see for example the dashboard of FIG. 10) and aclient component 520. It can be initiated every time a user presses a TVbutton (e.g. an IPTV button) on a media blade (see for example FIG. 13)to bootstrap into the client 520. The bootstrap process 510 can launch,for example, an IPTV client (but, does not have to authenticate theclient with an IPTV bootstrap web service—this can be done via the IPTVclient and can happen independently of the bootstrap mechanism

Next, FIG. 6 shows in more detail the bootstrap process 510 of FIG. 5.Specifically, proceeding from left to right in FIG. 6, a user can pressa media button, such as an IPTV button at box 500. Then, following thisevent, a bootstrap application initiates 530. This application 530 canbe responsible for managing the initial stages of the bootstrap process510. The first action this application 530 can perform is to performauthentication 540, and then check for presence of the client component520. If the client component 520 is present then it can be launched, butif it is not it can be downloaded from a server. In any case, theauthentication 540 can be performed either every time the clientcomponent 520 is launched, or alternatively, if the client is alreadylaunched 520 and merely in background as other media is being played, itdoes not need to be authenticated.

FIG. 7 shows in more detail the information that may be handled by theclient component that relates to authentication and/or login.Specifically, there may be public/private keys 560 and/or certificates562 that are used in the process. Also, as FIG. 8 explains below,information may be provided that relates to gaming console GUIDs.Lastly, a client subcomponent 570 may be present in the client component520 that performs specific tasks, such as the actual running oftelevision once the client component 520 is launched (for more detail,see e.g. FIG. 17).

FIG. 8, as just mentioned, illustrates an exemplary GUID and serialnumber. In the first line 800 of the provided screen shot, the followingconsole serial number appears: 802592261306. And, in the second line810, a console ID is shown: 008309212487. The following GUID can then begenerated using the above algorithm:4282-112F-BBDE-315A-7971-20CB-AA96-202D, as is shown in the third line820. Other information related to the gaming console may appear tousers.

In another aspect of the present disclosure, as FIG. 9 illustrates thatthe client component 520 can comprise of two applications: (1) atelevision (TV) client application 900, and (2) a digital video recorder(DVR) application 910. The TV client application 900 is the applicationthat may allow users to watch live TV and video one demand (VOD). TheDVR application 910 is the application that may allow users to performbackground DVR—recording television while the user is playing a game,for example (alternatively, television can also be recorded when usersare not playing games). Additionally, in some aspects of the presentlydisclosed subject matter, the television client application 900 and theDVR application 910 are separated because in order to run backgroundDVR, the DVR application 910 runs separately in a system thread. Runningthe TV application 900 application in the system thread might presentenormous overhead and unnecessary system costs.

The client component 520 can be initially downloaded from atelecommunications server (if it is not already factory-installed on thegaming console) by the aforementioned bootstrap application 510 (seeFIGS. 5 and 6). The gaming console 185 can be responsible for going tothe correct server and downloading the client component 520. Forinstance, the console can know where to download the client component520 from by using a URL burned into the gaming console flash memory by asetup program 920.

The setup program 920, in turn, can be an interfacing applicationbetween a service provider (not shown) and the end customer using theconsole 185, and it can control the initial experience for the clientcomponent 520. For example, the program 920 can walk users/customersthrough an online gaming account sign-up process, the partitioning ofHDD content (more on this aspect below, but generally, if an HDD driveis present on a gaming console, the setup program 920 may walk usersthrough an HDD partitioning application), and GUID provisioning (ifapplicable). Underneath user experience, the program 920 can alsoperform the following tasks: write the synchronization server URL intothe console flash; write the telecommunications company (or,alternatively, service providers) support number in the console flash;and/or install service provider-specific logo onto the HDD (ifavailable). It can also write the name of the service provider in theflash.

Regarding the online gaming account, if users don't already have such anaccount, they might be asked to sign up for one on the spot. The setupprogram 920 may either contain the online account application or it maylaunch the application from flash memory. The sign-up application cantitle reboot back to the setup program 920 in order to prevent setupinterruption.

Moreover, regarding the GUID provisioning aspect, user interaction maybe used to provision a gaming console as a set-top box, i.e., if usersare required to phone the telecommunications company to provide a GUID,a serial number, or a console ID—the setup program 920 may direct usersto do so. The setup program 920 may be able to read all of the valuesfrom a console (as is shown in some Figs. disclosed herein). However, ina one exemplary aspect of the present disclosure, a provisioningapplication takes a GUID of the set-top box and sends this GUID up to aserver on the telecommunications company backend, which automaticallyprovisions the gaming console as a set-top box depending on the IPaddress that the GUID was sent from. Thus, what may happen is that auser signs up to their DSL router which automatically can associate theIP address to that account for that session. The IP address for thatsession is then bound to the GUID that is sent up to the service.

It should be noted that the setup program 920 can be designed for globaluse. Customizations can be made via use of XML and image (e.g. .jpg)files. This can be used to minimize the amount of code that needs to bechanged for each individual service provider.

When the server URL is detected in the console flash, a media blade/menu1000 can automatically reveal a television button such as the one shownin FIG. 10, namely, a generic television button 1010, or such as the oneshown in FIG. 11, an IPTV button 1020. Additionally, various channeloption 1030 can be shown, such as the channel numbers, names, and types.In the latter figure, FIG. 11, an IPTV button 1020 can appear above theMedia Center button, and the logo displayed next to it can be atelecommunications company branded logo that can be found on the HDD. Ifthe console does not have an HDD attached, the media blade 1010 code canlook for a logo on the IPTV server by accessing the URL on the flashsettings. If the console is not connected to the Internet and no HDD ispresent, a telecommunications logo may not be available to the mediablade 1000 and no logo will be shown (or, alternatively, a no availablebutton 1040 may be shown as embodied in a question mark “?”, as is shownin FIG. 12).

In another aspect of the present disclosure, as was indicated above,when one of the buttons 1010, 1020 is selected, the aforementionedbootstrap application 510 (whether part of the setup program 920 or not)can be automatically activated. If the client component 520 does notexist or if there is no HDD attached to the console, the bootstrapapplication 510 may go to a telecommunications company's server URLcontained in the flash settings to download what is needed to theclient. The download matrix that the bootstrap application can use todetermine what to download may be set out as follows:

HDD Attached No HDD Attached TV Application Yes Yes DVR Application YesNoFinally, as explained above, in the case of there not being an HDDattached to the console, the bootstrap application 510 can cache theclient component 520 into memory and run it from there. The DVRapplication (discussed with reference to FIG. 9) can be discarded. But,in some aspects, in the case where an HDD is attached to the console,the bootstrap application 510 can always download both the TVapplication 900 and the DVR application 910 to the HDD.

Regarding the logos discussed with reference to FIGS. 10, 11, and 12,although the service provider-branded logo can be installed onto the HDDfrom a setup program disc, it's possible that telecommunicationscompanies will want to update their logos at some point in the lifetimeof the systems embodying the presently disclosed subject matter. Aserver can provide such a mechanism. Specifically, during the initialdownload of the client component 520, the bootstrap application 510 canalso download any telecommunications company branded logo that may beavailable. The branded logo(s) that were originally installed by thesetup program 920 can be overwritten by the newer logo(s) provided bythe server. New logos may also be available from an update web service,but the bootstrap application 510 need not be responsible fordownloading them. A bootstrap web service can direct this download ifnecessary.

If, for any reason, the bootstrap application 510 can not connect to theserver, the telecommunications company support number stored in theconsole flash can be displayed to the user. The bootstrap application510 can continue to try to connect to the service at regular intervalsuntil the user exits the relevant console blade/application.

Next, turning to FIG. 13, this figure illustrates a “System” menu 1300(residing on a “system” blade 1310) for managing television settings,which may be selected from a plurality of blades, including “media” 1320blade and a “games” blade 1330 shown herein and in some of the previousfigures. In FIG. 13, a “system” blade 1310 allows for the management oftelevision settings (via the eighth button in the screen shot), which isto be distinguished from the console settings (first button), familysettings (second button), memory (third button), network settings(fourth button), computers (fifth button), Xbox live vision (sixthbutton), and the initial setup (seventh) button. It should be noted thatthese shown buttons are merely exemplary and non-limiting. For example,the sixth button, “Xbox Live Vision”, could just as easily besubstituted for other online subscription service buttons (and theircorresponding services).

Once the television button (eighth button) is selected in FIG. 13, asFIG. 14 illustrates, various functionalities can be performed on agaming console. These functionalities include, but are not limited to,DVR Storage (first button), Start Button settings (second button),System Info (third button), and uninstalling of the television option(fourth button). Thus, if a user, looking at a screen showing FIG. 13,pushes the “Select A” button on the bottom right-hand corner of the FIG.13 screen shot, the next screen that may appear is FIG. 14. (It shouldbe noted that the first option, “DVR Storage”, is discussed in moredetail below, in the section that discusses DVR aspects of the presentdisclosure); the second option, “Start button” is discussed in moredetail with reference to FIG. 15, directly below; and, the third option,“System Info” was discussed in detail with reference to FIG. 8).

In FIG. 14, the fourth button, “Uninstall” 1400 allows for a gamingconsole to be de-provisioned (in contrast to the provisioning processdiscussed above with reference to FIGS. 5-7). This can occur when a userdecides to select this button and then (optionally) call atelecommunications company to cancel his or her account or to remove thegaming console from the account. When this is done, the company canupdate the user's account policy information to reflect the subscriptionstate. The SMS subsystem (discussed below with reference to FIG. 16) maystill be able to recognize an IPTV GUID, but it may also realize thatthe user in question is unsubscribed and will no longer allow access tothe IPTV service.

The client component (see FIGS. 5, 6, and/or 7) can be uninstalled bydeleting it from the system info area of the “System Blade” (see FIG.14). When the client component is deleted, the synchronization serverURL can be deleted from the console flash and the corresponding TV (e.g.IPTV) buttons will disappear from the “Media Blade” (see FIGS. 10, 11,and 12). The HDD space can then be reallocated for other gaming consoleapplications. In order to re-activate TV capabilities (such as IPTV),the user may have to run the setup program again, re-provisioning thegaming console as a computing device with the additional capability of aset-top box. Additionally, this re-provisioning may entail thetelecommunications company having to release their device GUID from ablacklist. Furthermore, and optionally, in another aspect of the presentdisclosures, some telecommunications companies may want to have theoption to disable the un-installation of any client components or otherrelated applications from any rented or leased computing devices actingas set-top boxes.

In any event, in the “system” blade of FIG. 14, in addition to having an“Uninstall” button, it can also have a “Start Button,” and FIG. 15 isone possible result of selecting this “Start Button” with the “Select A”option on the bottom right-hand side of the screen shot of FIG. 14.Selecting the “Start Button” takes the user to the “Start Button” menu1500. This menu 1500 may allow a user to examination of the currenttelevision settings and to actually start the television option on agaming console.

If this “Start” option is selected, in another aspect of the presentlydisclosed subject matter, FIG. 16 illustrates the manner in which aclient component 1600 can be authenticated and signed-in. The clientcomponent can send authentication/sign-in information to the bootstrapservice 1610. Any relevant information can be sent back to the clientcomponent 1600. Then, back on the client component end, the client 1600can now authenticate any relevant servers. The client can attempt to logon to a service (e.g. an IPTV service) by sending its request andrelevant information to the bootstrap web service 161 0. Then, on thebootstrap web service 1610 end, the bootstrap web service 1610 canperform predetermined checks. After this check, it can query thesubscriber management subsystem (SMS) 1620 to see if the client 1600 isalready signed in via another IP address. It can also query for otherinformation related to the subscriber. Then, the SMS 1620 can return theinformation back to the bootstrap web service 1610. And, finally, sinceeverything checks out, the bootstrap web service 1610 can return a listof services to the client component 1600 that the client 1600 isentitled to. The bootstrap web service 1610 and the SMS 1620 can all besubsystem members of some television service (e.g. IPTV service). Thebootstrap web service 1610 can also check the client 1600 for updatedsoftware versions. If it detects that a software upgrade is necessary,it will automatically update the client 1600.

In another aspect of the present disclosure, once TV and/or DVRapplications have been provisioned, TV content can be displayed and/orrecorded using a gaming console. FIG. 17 illustrates one architecturalaspect of the present disclosure that shows how audio and video data isprocessed by a gaming console. The SMS 1620 discussed above (or anysubscriber system, for that matter) can provide DRM content 1625 to agaming console. This gaming console can have an audio decoder 1700 and avideo decoder 1710 (it should be noted that these decoders may beembodied as audio decoder 132 and video decoder 114 in FIG. 30). Theaudio and video data, once processed by the decoders 1700, 1710 can thenbe passed down to the client component 520.

The audio decoder 1700 can comprise of an audio API module 1720. Thismodule 1720 can be configured to receive just about any codec, such asAC3 1730 or MPEG 1740. The module 1720 can then convert any suchinputted codec into its native gaming codec, such as Xaudio 1760. Inother words, if television signals (audio) are arriving in one type ofcodec, the gaming console can use these signals and convert them to agaming codec to make out the audio signal.

The video decoder 1710 also uses various resources to decode DRM content1625, and it eventually provides the content 1625 to the clientcomponent 520. FIG. 19 presents in more detail the type of resources thegaming console uses in the video context, but by way of example and notlimitation, these resources include D3D (defined below) 1920 and GPU1170 resources. In this way, the gaming console uses its native gamingresources, whether decoders, GPUs, D3Ds to display television signals(sound and video).

Next, FIG. 18 explains in more detail the audio decoder 1700 that wasmentioned with reference to FIG. 17. This decoder 1700 can receive, forexample, some sort of .wav data file 1800 and it can query 1810 thisdata (or data packet(s)) whether the data received is a full frame ornot. If not, i.e. if a partial frame is received 1830, this frame can bebuffered until a full frame can be constructed. If a full frame 1820 isreceived, this frame can be placed in a queue 1840, and the render statecan be checked 1850 to see if an Xaudio 1860 data can be rendered. Ifso, this data 1860 can be used as television sound on the gamingconsole.

Besides the audio data, the gaming console can also process video data,as is shown in FIG. 19. At box 1900, compressed video data can bereceived by the gaming console, and then decoded by the decoder 1910.Since the gaming console has powerful hardware resources to process andrender data, some of its native resources including Direct3Dcomponent(s) can be used in displaying television pictures.

Direct3D (D3D) is part of DirectX API, where those of skill in the artwill readily appreciate that DirectX is a collection of APIs forhandling tasks related to multimedia, especially game programming, andit is widely used in the development of computer games. D3D can be thebase for the graphics APIs on the gaming consoles. It is used to renderthree dimensional graphics in applications where performance isimportant. D3D also allows applications to run in full screen modeinstead of embedding them in a window (though they can still run in awindow if programmed for that feature). D3D can also use hardwareacceleration if it is available on the graphic board. For example,vertex shaders 1930 and pixel shaders 1940 can be used to furtherenhance the picture quality of a television signal. It will be readilyappreciated that high definition (digital) signals will appearespecially well rendered, given the amount of data to be shown.

By way of summary and not limitation, FIG. 20 shows a general flow ofevents that may occur when a gaming console is used to displaytelevision signals. At box 2000, data is first un-encrypted, then it issplit into an audio portion (FIG. 18) and a video portion (FIG. 19),using such resources as audio decoders 1700 and video decoders 1710,respectively. Once this is accomplished, the data is uncompressed andeventually transformed into the appropriate codec and then processed tobe displayed into sounds and pictures.

II. Recording TV on a Gaming Console

In addition to being displayed, data can also be recorded. The gamingconsole can record TV signals during the time users are playing games onthe gaming console (or using it for other media purposes). In one sense,this is background type recording. Alternatively, in other aspects, TVsignals can be recorded either before of after any media use of theconsole (where media use may include playing games, downloading music,watching DVDs, and so on). Still in other aspects, data may be recordedduring a particular media use (foreground recording). For instance, auser may be recording a game he or she is playing, or recording a TVshow he or she is watching. Various different aspects of the presentlydisclosed subject matter can include the recording of data using the DVRmechanism.

FIG. 21 illustrates one possible implementation of an aspect of thepresent disclosure, where users can select to set DVR storage settings.A “system” blade 2100 presents to the user a “DVR Storage” button 2110(cf. FIG. 14 where users can select the “Uninstall” button 1400). Thisbutton 2100 may have with it associated information, such as the currentsettings 2115. FIG. 21 shows that the total space on the gaming consoleis 60 GB, and that 30 GB of that total is dedicated to DVR storage. Byselecting this button 2110 by pressing “A” on the bottom right handcorner of the screen shot, the gaming dashboard takes the user to thescreen shot shown in FIG. 22.

Specifically, FIG. 22 shows a DVR storage menu 2220 that allows users tomove a slider to adjust the amount of space a console uses for DVR use.As the menu 2220 explains, more space for DVR means less space for thegaming console games and content (such as saved games, music storage,etc.). In FIG. 22, a slider bar 2210 can be a means to adjust thestorage space allocated for DVR use. However, it should be noted thatthis adjustment, in one aspect of the present disclosure, may becontrolled by a lower limit 2220 and an upper limit 2230. Thus, theslider bar 2210 can move in between these two limits 2220, 2230. Thismeans that there may be a minimum amount of set storage space for DVRuses (anything to the left of the lower limit 2220 bar) and a minimumamount of set storage space for system and other uses (anything to theright of the upper limit 2230 bar). This ensures that the console as awhole functions properly, namely, allowing at least some DVR andreserving some space for system uses (such as gamer tags, saved games,etc.), respectively.

Next, FIG. 23 illustrates what happens when a user selects the DVRoption when the client component is running on the gaming console. Incontrast to FIG. 3, which illustrates a selection of the “Live TV”option 190, FIG. 23 illustrates the selection of the recorded TV option194. This option may have various menu details, including but not to:viewing recordings, scheduling recordings, and adding recordings. Anyrecoding functionality that is used for a typical DVR device can be usedherein on the gaming console.

In order to provide DVR functionalities on a gaming console, the clientcomponent and/or other modules may manipulate console hardware andsoftware in various ways. Since the primary purpose of a gaming consoleis typically to play games, when other media are running on the gamingconsole, certain assurances should be taken into consideration regardingthe preservation of quality of gaming experience (while allowing suchadditional media, including DVR, to execute). FIG. 24, thus, ensuresthat hardware threads are reserved for the appropriate gaming consolemedia, including game titles and system functionalities, which mayinclude DVR (and TV for that matter—it is understood that the presentdiscussion with respect to DVR may also apply to TV, discussed above,and other related functionalities, such as VOD, DVD play, etc.).

Turning now to FIG. 24, a first central processing unit (CPU) 2400 mayhave two hardware threads A 2405 and B 2410 resident thereon. Similarly,a second CPU 2415 may have threads C 2420 and D 2425; and, a third CPU2430 may have threads E 2435 and F 2440. It is also understood, as thoseof skill in the art will appreciate, that there may be a plurality ofsoftware threads that may belong to each hardware thread. For example,hardware thread B 2410 may have associated software thread X 2445,thread Y 2450, and thread Z 2455 (the other hardware threads 2405, 2420,2425, 2435, 2440 may similarly have multiple software threads). Each ofthese software threads X 2445, Y 2450, Z 2455 may perform some task, asis explained in more detail below (e.g. playing music, VOD, DVR, etc.).

In this aspect of the presently disclosed subject matter, the first CPU2400, in other words, the first two hardware threads A 2405 and 2410,may be reserved for the game titles. This reservation ensures that, atleast in part, the gaming experience users are used to will be preserved(in spite of other media running on the gaming console 185). Theremaining threads, C 2420, D 2425, E 2435, and F 2440, may be reservedfor both gaming titles and system mechanisms, such as DVR, music, etc.This, in turn, ensures that system functionalities can run, but thatgame titles retain a significant portion of computing resources topreserve gaming quality.

Additionally, FIG. 24 shows that a pause buffer 2480 may be used tobuffer data for any given application if the user switches temporarilyto a different application. For example, in one scenario, a user couldbe watching TV and then for a few seconds or minutes, switch to playinga game (and then switch back to watching TV). The original TV data fromwhich the user switched could be buffered in the pause buffer 2480. Thispause buffer 2480 could, of course, also be used for media (DVR, VOD,games, etc.). It allows for efficient handling of data when users wantto switch (temporarily) applications on the gaming console.

In another aspect of the present disclosure, FIG. 25 illustrates howprocessing time may be allocated using the hardware threads shown inFIG. 24. For example, a one second time slice of processing time 2500may contain 60 frames 2510 to be rendered by the gaming console. Inother words, 60 frames per second are rendered or one frame about every16.67 ms. As FIG. 25 shows, this would be the case in NTSC scenario,however, alternatively, in the PAL scenario is could be 50 frames persecond or 1 frame every 20 ms.

In any case, whatever level of temporal granularity is used (which ismerely implementation specific and hence not limiting to the broaderdisclosure herein), a time slice comprising of, say, 16.25 ms could beallocated to gaming processing 2520, and 1.00 ms could be allocated toother media 2530 activity, such as DVR, music, DVD, user dashboard, andso on. This ratio, of roughly 16-to-1 (although, again, it is merelyexemplary and not-limiting), can assure that games on the gaming consoleare given a preponderance of the computing resources vis-à-vis othermedia on the gaming console. In this embodiment, the ratio may be16-to-1, but in others it may be 20-to-1, still in others it may beslightly higher or slightly lower. These heuristics can be applied tocorrespond to developer/manufacturer expectations and goals.

It should also be noted that these ratio heuristics can be applieduniformly across the various hardware threads 2405, 2410, 2420, 2425,2435, 2440 discussed with reference to FIG. 24. Alternatively, they maybe applied non-uniformly. Still in other aspects, they may dynamicallychange depending still on other heuristics or various feedbackmechanisms that produce optimized computing results.

In another aspect of the present disclosure, FIG. 26 illustrates thatmedia interrupts may be handled by the gaming console when processingoccurs during gaming time. One real world example where this might occuris when users are playing games and then press some button related toother media. For example, a user may be playing a game and then decideto record her game using the DVR functionality; or alternatively, a usermay be playing a game, and then remember that his favorite show isplaying on TV, and thus may decided to record this show without exitingthe game (choosing to continue playing the game, and viewing the TV showlater after it has been recorded). In another aspect, it could also bethe case that a viewer may start viewing the part of the show that hasbeen recording while the DVR is continuing to record the remainder ofthe show. Thus, the DVR functionality may work in the background notonly when users are playing games, but also when users are engagingother media titles.

In such a scenario, when users are playing a game, but want to perhapsrecord some media content (TV, game, music, etc.), when they press therecord button a media interrupt 2600 may be generated and quicklyhandled so as not to disturb the gaming experience during the gamingtime 2520. Thus, the interrupt shown in FIG. 26 may be handled for ashort time λ ms, perhaps queued, and then eventually processed after thegaming time 2520, namely, during the 1.00 ms time slice allocated to theother media functionalities.

In another aspect of the present disclosure, FIG. 27 shows how softwarethreads are handled by an application manager and how titles relate tothese threads. FIG. 27 shows a dashboard title 2700, a game title 2710,a DVD movie title 2720, a DVR title 2730, and an IPTV client 2740. TheDVR title 2730, for example, can have a corresponding software thread Z2455 (originally shown in FIG. 24). This thread 2455 can be managed by aconsole application manager 2750 and this manager 2750 can schedule this2455 and other threads 2445, 2450 according to the heuristics discussedwith reference to FIG. 25. In short, the manager 2750 residing in thekernel mode of the gaming console can provide resources for applicationsor titles running in the user mode of the console.

As was mentioned above, the aspects discussed herein with respect to DVRfunctionalities could just as easily be applied to other media titles.Thus, the discussion of hardware threads, software threads, upper andlower limits, and so on, is contemplated herein as applying to suchappropriate media.

III. Integration of Media Resources on a Gaming Console

The integration aspect of the present disclosure has been largelydisclosed in the discussion in sections I and II. For example, FIG. 10shows how music, pictures, video, and TV (and potentially other media)are integrated in a “media” blade 1000. The media blade 1000 may be auser interface that typically appears in the gaming context. However,FIG. 10 shows that it may also contain media that is traditionally notassociated with gaming, such as TV or DVR.

In the case of TV, for example, various features can be added tointegrate this functionality within the dashboard of a gaming console.For example, a service name (e.g. “AT&T U-Verse” in FIG. 29) can beplaced in flash by the setup program. The service name does not have tooriginate from the network and does not have to be updatable. A servicelogo can be used that has been acquired from the network or from cacheon systems with a HDD. Service text can be used, including textdescribing the service that has been acquired from the network or fromcache on systems with a HDD. This can be displayed to the right of thebutton when the button has focus. Default text can also accompany theother features, where this text describes TV services in general and itcan be displayed when the service text is not available on the network.Support text can also appear (i.e. Call company Y at 800.XXX.XXXX) andit can be placed in flash by the setup program. The support text doesnot need to originate from the network and does not need to beupdatable. A spinner can be employed, where the console spinner logowill be displayed instead of the service logo if the service logo is notavailable. A warning logo can be displayed instead of the service logoif the network is unavailable. This logo can be a yellow triangle withan exclamation mark in the middle, and so on.

If a TV network is unavailable, a warning logo, service name and supporttext can be displayed and the TV button will be grayed out but able toreceive focus. When the user selects the TV button and presses the “A”button, the gaming console may attempt to launch an executable file. Ifthis file exists, it can start and be responsible for launching the TVclient. If the file does not exist, the dash can launch the TV client.If the user is navigating anywhere on the dashboard and presses the TVbutton on the remote control, the TV experience can start without anyconfirmation.

The term “integration” herein is meant to be broad and inclusive ofvarious aspect of media integration. For example, in another aspect ofthe present disclosure, FIG. 28 illustrates that because the gamingconsole can act not only as a gaming device but also a set-top box,there may be multiple startup options on a given menu 2800. When a userfirst starts a gaming console, this console may be configured tostart/boot up as a set-top box, as is shown in the highlighted button2830. If this option is selected, when the user presses the power buttonto turn on the console, the console will act as a normal set-top box andTV will be launched. However, any time thereafter, the user may invokeit various other media functionalities, such as being a gaming device,or music device, a DVD device, a DVR device, and so on.

In this aspect of the present disclosure, when the power button is firstpressed by a user, alternatively, the gaming console dashboard (orwelcome menu or main menu or blade menu) can be launched 2820 instead ofTV. Alternatively, if a disc is present in the gaming console, theconsole can start playing title 2810. In short, the user can customizehow the gaming console will behave in its default state.

In another aspect, a remote device capable of interacting with thegaming console can start the gaming console (regardless of its defaultstate). Consistent with the present disclosure, a gaming controller canstart a TV set-top box (e.g. the client component running on the gamingconsole), or alternatively, a remote control can start the gamingconsole. Because the various media are so well integrated in the presentdisclosure, just about any device (e.g. gaming controller, remotecontrol, etc.) can interact with any title (e.g. game, DVR, etc.). FIG.29 shows that the gaming console may have a special start button on aremote controlling device to launch either TV or a media center (havingmusic, DVDs, etc.).

There are also additional scenarios where integration is especiallyuseful. For instance, if a user presses a TV Start button on a remotecontrol, the TV client can start automatically after confirming that theuser wants to exit a game or other experience. Alternatively, in anotherscenario, the user can transition from TV to power off through thefollowing means: pressing “Power” on the remote control, or console;pressing “Guide” on the remote and exiting selecting power off; orpressing and holding the “Guide” button on the remote or Xbox 360 gamepad. Interestingly, background DVR can still continues tofunction/record when the console is “off” (i.e. when it appears to be“off” to a user).

In another scenario, if the user puts in a game disk, CD, DVD or HD-DVD,the game or movie will start automatically without confirmation. In yetanother scenario, users can go from TV to the dashboard just like anyother title. The user presses the guide button on the remote or gamepad,then pressing Y, then selecting “Yes” and pressing A. It should be notedthat the TV remote control can be identical to a universal media consoleremote, except for a few cosmetic changes. A “Media Center” button (seee.g. FIG. 10) on these remotes can be replaced with an TV logo providedby a service provider.

If the client component is installed on a gaming console with a harddrive, and the user chooses to format the hard drive, any TV storagefiles may be erased. Other than the erasure of all recorded TV content,the client itself may not be impacted. Therefore, when the client isinstalled on gaming console with a hard drive, the text on the FormatHard Drive Screen may need to be changed to indicate this consequence offormatting.

In another aspect of the present disclosure, the notion of integrationcan entail chatting with other users while watching TV (much in the samemanner that gamers can chat while playing online with other gamers). Forinstance, while watching TV on the gaming console, users can receivenotifications from other users, while these latter users are alsowatching TV or playing a game on their own gaming console. This type ofintegration is, of course, merely exemplary, since not only chatsessions could be maintained while playing various media on the gamingconsole, but also other sessions, such as voice communication, videocommunication, and the like. In shot, whatever communication ability atypical gaming console has, this ability can be parlayed to be used inconjunction with TV and DVR services.

IV. An Exemplary Embodiment: Internet Protocol Television (IPTV)

As was mentioned above, in one aspect of the presently disclosed subjectmatter, television content can be viewed on gaming consoles. Thistelevision content, in the form of IPTV, for example (although IPTV ismerely exemplary and not limiting), may refer to a digital televisionservice that is delivered using Internet Protocol over some network.IPTV can be an integrated and comprehensive software platform developedspecifically to deliver broadcast-quality video and new, integrated TVservices over broadband networks. A platform associated with this aspectcan combine features such as instant channel change (ICC) and multiplepicture-in-picture (PIP) with traditional TV services such as broadcastprogramming, VOD, and DVR. Consistent with this aspect, software can bedeveloped to integrate seamlessly and economically with other IP-basedcommunications and media services for PCs, phones, and other consumerdevices. IPTV can be used by telecommunications carriers and by cableoperators looking to deliver differentiated TV services and experiences.

The IPTV disclosed above can enable the delivering of differentiated TVexperiences consumers want. For example, a multimedia program guide canprovide a unified user experience with integrated listings for broadcastand on-demand content, consistent navigation and search features, andpicture-in-picture. A mini guide can provide a convenient way to browseguide listings without interrupting the show currently airing.Discretely displayed along the bottom of the screen, the mini guide canshow comprehensive program information plus a real-time video stream foreach show currently airing. Consumers can browse listings by showscurrently airing, shows on next, and shows airing later.

The type of IPTV disclosed herein also allows for fast channel surfing.In other words, this aspect of the present disclosure enables channelchanging in a fraction of a second, effectively eliminating the delayassociated with tuning channels in a digital system. And it also allowsfeatures such: as integrated video-On-Demand (VOD), where allcontent—including HDTV—can be distributed on a subscription or apay-per-play basis with content promotion integrated into the userexperience. Furthermore, it can also result in increased bandwidthutilization. This means that advanced compression technology—a componentof an IPTV platform—can deliver standard definition video at bit ratesranging between 1.5 and 1.8 Mbps (Megabits per second) and highdefinition programming ranging between 7 and 9 Mbps. That is as littleas one half to one third of the bandwidth required by comparable MPEG-2solutions.

As mentioned above already, digital video recording is another aspect ofthe present disclosure. With an internal or external hard disk drive,customers can pause, fast-forward, and rewind live and recorded content.With IPTV, multiple recordings can be made without the need for multipletuners, so there is no need for costly hardware upgrades. IPTV can alsoincorporate various other industry standard products, such as (but notlimited to) SQL Server, BizTalk® Server, Systems Management Server andOperations Management software, which help simplify the day-to-daymanagement and maintenance of the IPTV solution.

In another aspect, IPTV can be connected to devices and media in orderto provide simple, encrypted access from consumers' TVs to photos,music, and video located anywhere on a home network. It can enableconsumers to review and record TV programming remotely via the Internet.And, it can use connected content, applications, and services in orderto capitalize on built-in compression and Digital Rights Management(DRM) technologies to help deliver protected digital video, music, andgame services to consumers through television set-top boxes and otherdevices, including hundreds of portable media products that supportWindows Media technologies.

IPTV can involve connected communications to enable operators to displaycaller ID information, instant messages, e-mail, or SMS on the TV—evennotify consumers about TV schedule changes as they occur. And lastly, itcan use connected systems and delivery in order to provide use unifiedconfiguration, operation, and management tools and interfaces to managelegacy back-office systems, and integrate delivery of TV services withvoice and data services over a common network architecture. Of course,these are merely exemplary and non-limiting aspect of IPTV that can beused in conjunction with the gaming consoles discussed above, andexplained in more detail below.

V. Exemplary Gaming Console Environments

Gaming consoles can be used to view television, such as IPTV, recordcontent, and provide various other functionalities. Referring next toFIG. 30, a block diagram shows an exemplary multimedia console that maybe used in association with the aspects discussed above. For example,digital audio processing may be implemented in the multimedia console100 of FIG. 30. The multimedia console 100 has a central processing unit(CPU) 101 having a level 1 (L1) cache 102, a level 2 (L2) cache 104, anda flash ROM (Read-only Memory) 106. The level 1 cache 102 and level 2cache 104 temporarily store data and hence reduce the number of memoryaccess cycles, thereby improving processing speed and throughput. Theflash ROM 106 may store executable code that is loaded during an initialphase of a boot process when the multimedia console 100 is powered.Alternatively, the executable code that is loaded during the initialboot phase may be stored in a FLASH memory device (not shown). Further,ROM 106 may be located separate from CPU 101.

A graphics processing unit (GPU) 108 and a video encoder/video codec(coder/decoder) 114 form a video processing pipeline for high speed andhigh resolution graphics processing. Data is carried from the graphicsprocessing unit 108 to the video encoder/video codec 114 via a bus. Thevideo processing pipeline outputs data to an A/V (audio/video) port 140for transmission to a television or other display. A memory controller110 is connected to the GPU 108 and CPU 101 to facilitate processoraccess to various types of memory 112, such as, but not limited to, aRAM (Random Access Memory).

The multimedia console 100 includes an I/O controller 120, a systemmanagement controller 122, an audio processing unit 123, a networkinterface controller 124, a first USB host controller 126, a second USBcontroller 128 and a front panel I/O subassembly 130 that are preferablyimplemented on a module 118. The USB controllers 126 and 128 serve ashosts for peripheral controllers 142(1)-142(2), a wireless adapter 148,and an external memory unit 146 (e.g., flash memory, external CD/DVD ROMdrive, removable media, etc.). The network interface 124 and/or wirelessadapter 148 provide access to a network (e.g., the Internet, homenetwork, etc.) and may be any of a wide variety of various wired orwireless interface components including an Ethernet card, a modem, aBluetooth module, a cable modem, and the like.

System memory 143 is provided to store application data that is loadedduring the boot process. A media drive 144 is provided and may comprisea DVD/CD drive, hard drive, or other removable media drive, etc. Themedia drive 144 may be internal or external to the multimedia console100. Application data may be accessed via the media drive 144 forexecution, playback, etc. by the multimedia console 100. The media drive144 is connected to the I/O controller 120 via a bus, such as a SerialATA bus or other high speed connection (e.g., IEEE 1394).

The system management controller 122 provides a variety of servicefunctions related to assuring availability of the multimedia console100. The audio processing unit 123 and an audio codec 132 form acorresponding audio processing pipeline with high fidelity, 3D,surround, and stereo audio processing according to aspects of thepresent invention described above. Audio data is carried between theaudio processing unit 123 and the audio codec 126 via a communicationlink. The audio processing pipeline outputs data to the A/V port 140 forreproduction by an external audio player or device having audiocapabilities.

The front panel I/O subassembly 130 supports the functionality of thepower button 150 and the eject button 152, as well as any LEDs (lightemitting diodes) or other indicators exposed on the outer surface of themultimedia console 100. A system power supply module 136 provides powerto the components of the multimedia console 100. A fan 138 cools thecircuitry within the multimedia console 100.

The CPU 101, GPU 108, memory controller 110, and various othercomponents within the multimedia console 100 are interconnected via oneor more buses, including serial and parallel buses, a memory bus, aperipheral bus, and a processor or local bus using any of a variety ofbus architectures.

When the multimedia console 100 is powered on or rebooted, applicationdata may be loaded from the system memory 143 into memory 112 and/orcaches 102, 104 and executed on the CPU 101. The application may presenta graphical user interface that provides a consistent user experiencewhen navigating to different media types available on the multimediaconsole 100. In operation, applications and/or other media containedwithin the media drive 144 may be launched or played from the mediadrive 144 to provide additional functionalities to the multimediaconsole 100.

The multimedia console 100 may be operated as a standalone system bysimply connecting the system to a television or other display. In thisstandalone mode, the multimedia console 100 may allow one or more usersto interact with the system, watch movies, listen to music, and thelike. However, with the integration of broadband connectivity madeavailable through the network interface 124 or the wireless adapter 148,the multimedia console 100 may further be operated as a participant in alarger network community.

Finally, it should also be noted that the various techniques describedherein may be implemented in connection with hardware or software or,where appropriate, with a combination of both. Thus, the methods andapparatus of the presently disclosed subject matter, or certain aspectsor portions thereof, may take the form of program code (i.e.,instructions) embodied in tangible media, such as floppy diskettes,CD-ROMs, hard drives, or any other machine-readable storage medium,where, when the program code is loaded into and executed by a machine,such as a computer, the machine becomes an apparatus for practicing thesubject matter.

In the case of program code execution on programmable computers, thecomputing device may generally include a processor, a storage mediumreadable by the processor (including volatile and non-volatile memoryand/or storage elements), at least one input device, and at least oneoutput device. One or more programs that may utilize the creation and/orimplementation of domain-specific programming models aspects of thepresent invention, e.g., through the use of a data processing API or thelike, are preferably implemented in a high level procedural or objectoriented programming language to communicate with a computer system.However, the program(s) can be implemented in assembly or machinelanguage, if desired. In any case, the language may be a compiled orinterpreted language, and combined with hardware implementations.

Lastly, while the present disclosure has been described in connectionwith the preferred aspects, as illustrated in the various figures, it isunderstood that other similar aspects may be used or modifications andadditions may be made to the described aspects for performing the samefunction of the present disclosure without deviating therefrom. Forexample, in various aspects of the disclosure, integrated gaming consoleand television and recording media were disclosed. However, otherequivalent mechanisms to these described aspects are also contemplatedby the teachings herein. Therefore, the present disclosure should not belimited to any single aspect, but rather construed in breadth and scopein accordance with the appended claims.

1. A system for recording media on a gaming console, comprising: a firstsubsystem that receives and process data from a title; a secondsubsystem that records said data to memory, wherein during saidrecording said second subsystem reserves at least one hardware threadout of a plurality of hardware threads only for running at least onegaming title on said gaming console when such at least one gaming titleis running, and wherein said second subsystem reserves at least onehardware thread out of said plurality of hardware threads for recordingsaid data when said data is being recorded.
 2. The system according toclaim 1, wherein processing time reserved for said running of at leastone gaming title is about one order of magnitude greater than the timereserved for said recording of said data.
 3. The system according toclaim 1, wherein said recording is performed using at least one of (a)an NTSC format and (b) a PAL format.
 4. The system according to claim 1,wherein said title is at least one of (a) a dashboard, (b) a game, (c) aDVD movie, (d) a television client, and (e) video on demand (VOD). 5.The system according to claim 1, wherein said system presents a menu toa user for recording said data, wherein said menu is integrated withother media functionalities.
 6. The system according to claim 1, whereinsaid second subsystem records said data from a television title in thebackground while in the foreground a gaming title is executing.
 7. Thesystem according to claim 1, further comprising a third subsystemconfigured to allow users to adjust memory resources for said title. 8.A method for recording media on a gaming console, comprising: receivingand processing data from a title; recording said data to memory, whereinduring said recording said second subsystem reserves at least onehardware thread out of a plurality of hardware threads only for runningat least one gaming title on said gaming console when such at least onegaming title is running, and wherein said second subsystem reserves atleast one hardware thread out of said plurality of hardware threads forrecording said data when said data is being recorded.
 9. The methodaccording to claim 8, wherein processing time reserved for said runningof at least one gaming title is about one order of magnitude greaterthan the time reserved for said recording of said data.
 10. The methodaccording to claim 8, wherein said recording is performed using at leastone of (a) an NTSC format and (b) a PAL format.
 11. The method accordingto claim 8, wherein said title is at least one of (a) a dashboard, (b) agame, (c) a DVD movie, (d) a television client, and (e) video on demand(VOD).
 12. The method according to claim 8, further comprisingpresenting a menu to a user for recording said data, wherein said menuis integrated with other media functionalities.
 13. The method accordingto claim 8, further comprising recording said data from a televisiontitle in the background while in the foreground a gaming title isexecuting.
 14. The method according to claim 8, further comprisingallowing users to adjust memory resources for said title.
 15. A computerreadable medium bearing computer executable instructions for recordingmedia on a gaming console, comprising: a first instruction for receivingand processing data from a title; a second instruction for recordingsaid data to memory, wherein during said recording said second subsystemreserves at least one hardware thread out of a plurality of hardwarethreads only for running at least one gaming title on said gamingconsole when such at least one gaming title is running, and wherein saidsecond subsystem reserves at least one hardware thread out of saidplurality of hardware threads for recording said data when said data isbeing recorded.
 16. The computer readable medium according to claim 15,wherein processing time reserved for said running of at least one gamingtitle is about one order of magnitude greater than the time reserved forsaid recording of said data.
 17. The computer readable medium accordingto claim 15, wherein said title is at least one of (a) a dashboard, (b)a game, (c) a DVD movie, (d) a television client, and (e) video ondemand (VOD).
 18. The computer readable medium according to claim 15,further comprising presenting a menu to a user for recording said data,wherein said menu is integrated with other media functionalities. 19.The computer readable medium according to claim 15, further comprisingrecording said data from a television title in the background while inthe foreground a gaming title is executing.
 20. The computer readablemedium according to claim 15, further comprising allowing users toadjust memory resources for said title.